Redmatch 2 Custom Map SDK

Download v1.1.1:

Delete the Redmatch 2 Custom Map SDK folder before importing the new version.

Changelog

  • 1.1.1 (9/2/2023)
  • Added Time Trials to custom maps.
  • Upgrade Cabinets can now be parented.
  • 1.1.0 (8/31/2023)
  • You can now build and test a map without a thumbnail.
  • Added a maximum size of 200mb to custom maps.
  • You can now set spawnpoints for infected players.
  • Triggers now show what their target is, making it easier to build TargetActivator setups.
  • Added the PlayerDiedTrigger and PlayerGotKillTrigger.
  • Added player trigger filtering to Activators.
  • The editor will no longer let you test a map if you haven't built it yet.
  • The editor now does workshop upload checks for the thumbnail and screenshots itself.
  • 1.0.1 (8/30/2023)
  • You can now create a new map using the Redmatch 2 > New Map option.
  • Maps now require a PostProcessingVolume.
  • Match setting overrides will no longer carry on to future maps.
  • The editor now automatically installs the required packages.
  • Fixed some errors with maps not loading in-game. IDK if all of them are fixed because some are hard to reproduce.
  • Stay Triggers have frame independence now via a rolling timer.
  • You can now unsubscribe or view the workshop page for custom maps in-game by right clicking the map button.
  • You will no longer automatically subscribe to custom maps when loading a match with one. Instead the game will temporarily download it and delete it after. This prevents excessive file bloating over time.
  • Replaced the Relative Force toggle with 4 options for a Relative Force Mode: World, Self, Target, and Orbital, which allow you to apply force based on different coordinate systems.
  • Relative Force now respects the player's vertical look rotation.
  • Local custom maps will now start at 60 minutes by default.
  • Added hot-reloading. If the game is open and you build the map with F4, it will reload in-game.
  • Press F6 inside Redmatch 2 while on a local custom map to reload it.
  • Renamed the "Authority Requirement" setting to "Execute On" and changed "Anyone" to "Everyone" to try to make it less confusing.
  • The editor now pings objects that have errors during an error check.
  • 1.0.0 (8/25/2023)
  • Created a new Demo Map to better showcase all the new features.
  • IDs now automatically assign.
  • The TriggerActivator has been separated into Triggers and Activators. You reference the Activators using Triggers. The Activator itself does not contain any networking logic. Think of it as a bridge between Triggers and actions taken on Syncer components.
  • Added more actions including dealing damage to HealthSyncers and setting Animator parameters, which allows dynamic Animator logic.
  • Added DamageableTrigger, EnterTrigger, ExitTrigger, StayTrigger, GameEndedTrigger, and RoundStartedTrigger.
  • Added HealthSyncer, RigidbodySyncer, and GameObjectSyncer.
  • Added FilledImageValueDisplay and TextValueDisplay.
  • The scene will no longer reset the window layout if you try to build and get an error.
  • Layers will now automatically be set up when you import the SDK.
  • Added a "Ground" tool for spawnpoints which aligns them to the ground.
  • Added sweet icons to all the components.
  • Added the CameraFacingBillboard utility script.
  • You can no longer teleport/spawn players at weird angles.
  • Inactive Upgrade Cabinets will no longer spawn.
  • Added consistency to error popups and console messages.
  • When using Build and Test, the map will no longer launch if there are build errors.
  • Added an error checking feature because wozzA wanted it.
  • Added new shortcuts for Check For Errors (F3), Build Map (F4), and Build and Test Map (F5).
  • Whitelisted additional components.
  • 0.1.0 (8/17/2023)
  • Added the TriggerActivator.
  • Removed the DamageTrigger as the same functionality is now possible with the TriggerActivator.
  • Fixed a bug where you couldn't have more than 1 Upgrade Cabinet.
  • Added Text as a usable component.
  • The Map folder now deletes itself before building to avoid unwanted contamination from misnaming.
  • The editor now asks for confirmation to save your scene before building to prevent the loss of unsaved changes.